This game is a first for me, so it may be a little confusing. I
hope to be adding more user interface features soon. Click on the titles
below to jump to a certian section of the document.
Part 1, Installing the game
Part 2, Running the game
Part 3, Playing the game
Part 4, Combat
Part 5, Game Notes
Part 6, Information about the author, and screen
shots
- First, you should download the file
uther.zip
and store it in an empty directory on your computer.
- Next you should use an unzipping program like 'pkunzip' to
uncompress the zipped program. This should create a number of files,
including 'game.exe'.
- After the game is unzipped, the game directory should contain all
of the files below with the same file sizes and modification dates:
GAME EXE 94,609 05-11-97 9:57p game.exe
FRONT PCX 8,381 05-09-97 3:44p FRONT.PCX
DEATH PCX 3,974 05-11-97 8:28p DEATH.PCX
LANDS PCX 7,178 05-07-97 1:29p LANDS.PCX
OWNER PCX 3,467 05-05-97 8:21p OWNER.PCX
UNITS PCX 4,713 04-29-97 4:26p UNITS.PCX
LANDS TXT 55 05-05-97 12:25p LANDS.TXT
OUTFILE TXT 2,096 05-11-97 9:57p OUTFILE.TXT
UNITS TXT 101 05-09-97 4:27p UNITS.TXT
- to play the game, your computer must be in Dos mode. For a computer
with Dos, simply change to the apropriate directory and type "game" to run
the program.
- with Windows 95, you need to open a dos prompt. This can be done by
clicking on the start button, selecting programs, then clicking on the dos
prompt button. From there you need to change directory to where the game
is stored, then type "game".
example: (game is stored in the c:\games\game directory
c:> cd\games\game
c:> game
Once in the game, there are a limited ammount of things a player can
do per turn. A player can:
- place tiles from the player tiles area to the appropriate land
types.
- move units from lands to other lands.
- end turn.
- quit the game
-
To place tiles, the player must click on a unit in the player tiles
box, then select the land on which to place it. Each unit also has one
'Native' land, and the unit may only start in it's native land. For
example, a knight's native land is a castle, so to place a knight tile,
the tile must be clicked, then an owned castle must also be
clicked.
- Once units are placed they can be moved by clicking on a space,
selecting the unit in the defenders box, and selecting an adjacent land to
move into. Moved units are shown in the destination square's attacker
box, and at the end of a turn all moving/attacking is resolved.
- At the end of every turn, after combat and movement, the current
player recives a new tile for every two lands he or she controls.
- NOTE: unowned squares are not empty. They are filled
with units native to that square. There can be anywhere from 0 to 5 units
defending an unowned square.
each unit has a CA value associated with it that represents that
unit's ability to strike another unit in combat. To determine whether a
unit scores a "hit", each unit "rolls" a random number between 1 and 20.
If that number is LESS than the unit's CA plus any modifiers, the unit
scores a hit. Modifiers refer to land bonuses to defenders, some lands
provide better natural defence than others.
- The number of hits each side has are totaled up at the end of each
combat round, and one random unit is removed for each hit. Example: the
red player has 2 pikemen and a peasant defending, and he is being attacked
by the green player who has 2 knights. Both knights hit for the green
player, and for the red player, only one of the pikeman hits. The red
player gets 2 random hits, and he randomly hits a pikeman and a peasant.
The green player has one hit and randomly hits one of the knights, so for
the next round, only one knight and one pikeman is left.
- Taking land is important. The more land you own, the more tiles you
can place, and the more new tiles you get per turn.
- Some lands have a significant defense bonus. Mountians and castles
give a unit a considerable boost on defence.